I think for me it has to be games that have a well thought out beginning like Sable or Children of the Light but just dont have an ending.
Any bullshit excuses in sequels, to have us repeat the same shit we did in the first game or acquire the same weapons or techniques we unlocked through playing on the first game.
I’m looking at you, Horizon Forbidden West, GoW Ragnarok, marvels Spiderman 2 etc. Why the hell would I wanna start off weaker than the previous games ending? Defies all logic and sense. And any excuses like “duh the machines in FW have new code so you have to re-tame them all over again” or whatever bs writing excuse to remove guardian shield skills is such bs
For the love of God just let us build upon where we left off in term of skill and powre if its literally the same fucking characters ffs.
I hate this trend so much.
The whole “character loses consciousness and wakes up in a new area”. It’s boring, screeches all built-up tension of the story to a halt, and isn’t scary. And yes, I am specifically pointing the finger to Silent Hill.
Audio logs laying around everywhere.
Character that has been with you the whole game dies. Unable to bring them back, despite resurrection items being in your inventory.
I really wanna talk about suicide squad game but can’t because of NDA …
I’m convinced Starfield was 100% written by ChatGPT.
And it did too good a job. So they ran it through bing chat to make sure it was the worst writing in the history of story telling.
the age old line in cutscenes where the protagonist looks at a city, boss, or other plot related thing that is 100% obvious and then says “So this is _____!”
Rubber bullets
-Yakuza series
Insurmountable Waist-High Fences (or obstacles)
Exposition dump right at the beginning to get you started…
“oh hey jim, welcome back to the job you’ve been doing for 20 years, but I have to explain it to you again for some reason… Also, how are you doing after your wife died - who you were married to for 10 years and met on the job…”
Teleportation.
So many games have these built up scenes between good and evil, the heroes finally catch up to the antagonist, they have them cornered. The antagonist gives a monologue and then teleports away, immediately ruining the whole scene. We had to fight our way in, but you can just teleport out?
So much tension is lost in scenarios with teleporting, it’s just a bad way to put 2 sides together and resolve it with nothing happening instead of writing an escape or literally anything.
“The character needs to get from here to there, but I don’t have the time to make a map for that. I guess they’ll get into a teleporting coffin.” cough Elden Ring cough
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For me, its the two big ones almost every game has.
1st: Your mission is to go to this place a get this special item. Oh nevermind, its not there actually but luckily what was there was a clue to its actual location. And we repeat that for a couple of times until we finally get to the real resting place of said item. This is Uncharted in a nutshell even though I do like those games.
Second: Every game these days seems to have a betrayal of some kind and they all think they are so damn clever about it. All that’s happened is I don’t trust any character in games anymore.
Bonus 3rd: Silent protagonist who is actually the leader of the group/squad, but just takes orders from everyone else. If you’re going to to do the silent protagonist, stopping telling the player they are the leader. Just make us the foot soldier at the bottom of the totem pole.
Prophecy.
Obviously the writer knows where the story is going, so he spoils it ahead of time to guide the character to that point.
Now you don’t have to write motivations or reasons for characters, they all just follow that prophecy blindly.